Eternal Annihilation (v1.04) - Page 3

Eternal Annihilation (v1.04)

Classic game design, maintained to please you...

Moderator: Content Developer

Hackfresser
Posts: 86
Joined: 23 Dec 2008, 20:26

Re: Yet Another BA Fork - Eternal Annihilation (v1.02)

Post by Hackfresser »

on the other hand, i feel that different poeple have different opinions, which would contradict when working on the same mod

somebody should have the last word
Klopper
Posts: 146
Joined: 10 Jan 2007, 14:31

Re: Yet Another BA Fork - Eternal Annihilation (v1.02)

Post by Klopper »

Seems to play fine so far for me. :-)
Although i agree dropped bomb number nerf might be too much, bombers already got recent heavy reload time nerf from BA and cost increase in this one. :|
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Yet Another BA Fork - Eternal Annihilation (v1.02)

Post by Saktoth »

What is the reasoning behind the EMP vs moving targets thing? As far as i can see, its just a good reason to keep everything on patrol or repeat move all the time, or is it actually to make EMP better vs buildings (In which case, why not make it better vs buildings?).
User avatar
BrainDamage
Lobby Developer
Posts: 1164
Joined: 25 Sep 2006, 13:56

Re: Yet Another BA Fork - Eternal Annihilation (v1.02)

Post by BrainDamage »

Gota wrote:Nobody ever wants to.I have asked several people.
I suppose everyone wants to be king of their own game,have their own vision and are not willing to compromise on it.
We are all basically doing the same work like 10 times...adding the same models same effects same widgets adjusting and fixing the same bugs etc..

It's a great use of man hours...especially in a small community like this one.
just wanted to say that this is not necessary; you could have for example the same base content then all tweaks done in separate mutators; or even a self contained archive that switches balance modes with modoptions
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Yet Another BA Fork - Eternal Annihilation (v1.02)

Post by Gota »

BrainDamage wrote:
Gota wrote:Nobody ever wants to.I have asked several people.
I suppose everyone wants to be king of their own game,have their own vision and are not willing to compromise on it.
We are all basically doing the same work like 10 times...adding the same models same effects same widgets adjusting and fixing the same bugs etc..

It's a great use of man hours...especially in a small community like this one.
just wanted to say that this is not necessary; you could have for example the same base content then all tweaks done in separate mutators; or even a self contained archive that switches balance modes with modoptions
Yes..
This would mean though that people will need to actually cooperate and accept the idea that other people's work might also be good.
User avatar
TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Yet Another BA Fork - Eternal Annihilation (v1.02)

Post by TheFatController »

Saktoth wrote:What is the reasoning behind the EMP vs moving targets thing? As far as i can see, its just a good reason to keep everything on patrol or repeat move all the time, or is it actually to make EMP better vs buildings (In which case, why not make it better vs buildings?).
Imo it's incorrect to determine that this will never affect non-buildings because the extreme case of autopacing every unit technically exists. Only a minority of people even autopace their com for comnaps so doing this for every unit isn't likely (plus the problems this would cause with units facing the wrong way and blocking stuff would outweigh the minor benefit). Even in the extreme case this still affects stopped builders using their nanolathes.

The general direction is to make attacks vs an EMP guarded enemy a bit more effective, tho the actual impact ingame is quite small.

I also want to note that there was an unintentional change to Bladewings which made them less effective than intended which is fixed for 1.03 (their beamtime was doubled which causes them to waste a lot of damage).
User avatar
SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: Yet Another BA Fork - Eternal Annihilation (v1.02)

Post by SirArtturi »

Problem with reducing effectiviness of EMP to moving targets is that stilettos and spiders become even less worthwile cost/buildtime effective etc. than before.
User avatar
Teutooni
Posts: 717
Joined: 01 Dec 2007, 17:21

Re: Yet Another BA Fork - Eternal Annihilation

Post by Teutooni »

luckywaldo7 wrote:He skipped DA and went right to EA! This man means business!
Sorry, DA is already taken - Drolito Annihilation. Couldn't find working links anymore... :<
User avatar
Hobo Joe
Posts: 1001
Joined: 02 Jan 2008, 21:55

Re: Yet Another BA Fork - Eternal Annihilation (v1.02)

Post by Hobo Joe »

Next up, GA - Gratuitous Annihilation.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Yet Another BA Fork - Eternal Annihilation (v1.02)

Post by Gota »

does anyone dare to write all the *A mods in spring's history?
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Yet Another BA Fork - Eternal Annihilation

Post by Pxtl »

Teutooni wrote:
luckywaldo7 wrote:He skipped DA and went right to EA! This man means business!
Sorry, DA is already taken - Drolito Annihilation. Couldn't find working links anymore... :<
Iirc, there was also a Delta Annihilation.

I know GA was Gundam Annihilation. And H was Hardcore Annihilation. Was there an F? Or an I?
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Yet Another BA Fork - Eternal Annihilation (v1.02)

Post by Gota »

I dont think anyone would be stupid enough to call his mod FA...
User avatar
KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: Yet Another BA Fork - Eternal Annihilation (v1.02)

Post by KaiserJ »

forb-dorbing angellation!

edit: i'd really love to see you do a complete re-vamp of t1 sea, any plans on changes in that area?
User avatar
albator
Posts: 866
Joined: 14 Jan 2009, 14:20

Re: Yet Another BA Fork - Eternal Annihilation (v1.02)

Post by albator »

TheFatController wrote:
Saktoth wrote:What is the reasoning behind the EMP vs moving targets thing? As far as i can see, its just a good reason to keep everything on patrol or repeat move all the time, or is it actually to make EMP better vs buildings (In which case, why not make it better vs buildings?).
Imo it's incorrect to determine that this will never affect non-buildings because the extreme case of autopacing every unit technically exists. Only a minority of people even autopace their com for comnaps so doing this for every unit isn't likely (plus the problems this would cause with units facing the wrong way and blocking stuff would outweigh the minor benefit). Even in the extreme case this still affects stopped builders using their nanolathes.

The general direction is to make attacks vs an EMP guarded enemy a bit more effective, tho the actual impact ingame is quite small.

I also want to note that there was an unintentional change to Bladewings which made them less effective than intended which is fixed for 1.03 (their beamtime was doubled which causes them to waste a lot of damage).

Noone complain about blades except jazz anyway. Even Johan who sometime is playing arm too much is not complaining about that. There is a reason. To make EMP effective, you need good micro skill. Cause you can loose all your blade realy fast: one AA shoot and you loose 60 metal and 1K energy.
Blade did not need to be weaked at all: you actually see very few poeple using them. Poeple should focus on other balance issue than that. It is like if I was starting to complain forever about janus being able to fire above wreak in all thje threads whereas riot cannot.

Just revearse blades as they used to be
User avatar
momfreeek
Posts: 625
Joined: 29 Apr 2008, 16:50

Re: Yet Another BA Fork - Eternal Annihilation (v1.02)

Post by momfreeek »

my 4 bulldogs + 2 flak just got ground to a halt by blade spam on tabula-v2 BA. They did have to take a timeout though.. >.>
User avatar
Hobo Joe
Posts: 1001
Joined: 02 Jan 2008, 21:55

Re: Yet Another BA Fork - Eternal Annihilation (v1.02)

Post by Hobo Joe »

I agree with albator, blades are fine. Only one person complains about them, and he just complains really loudly. They were balanced just fine as they were.
User avatar
momfreeek
Posts: 625
Joined: 29 Apr 2008, 16:50

Re: Yet Another BA Fork - Eternal Annihilation (v1.02)

Post by momfreeek »

Things have to change if its a new mod. Sounds like bladewings haven't changed much. See if you can spot the difference and revert it if it breaks anything.?
User avatar
Hobo Joe
Posts: 1001
Joined: 02 Jan 2008, 21:55

Re: Yet Another BA Fork - Eternal Annihilation (v1.02)

Post by Hobo Joe »

momfreeek wrote:Things have to change if its a new mod. Sounds like bladewings haven't changed much. See if you can spot the difference and revert it if it breaks anything.?
Change for the sake of change is dumb. It needs focus and reason.

Bladewings are balanced, thus, rebalancing is pointless and a step backwards.
User avatar
momfreeek
Posts: 625
Joined: 29 Apr 2008, 16:50

Re: Yet Another BA Fork - Eternal Annihilation (v1.02)

Post by momfreeek »

Is it now unbalanced? If not, then what is the issue? There is more to unit behaviour than just balance (what about gameplay?) and any change will have its objectors.
User avatar
Jazcash
Posts: 5302
Joined: 08 Dec 2007, 17:39

Re: Yet Another BA Fork - Eternal Annihilation (v1.02)

Post by Jazcash »

albator wrote:Noone complain about blades except jazz anyway. Even Johan who sometime is playing arm too much is not complaining about that. There is a reason. To make EMP effective, you need good micro skill. Cause you can loose all your blade realy fast: one AA shoot and you loose 60 metal and 1K energy.
Blade did not need to be weaked at all: you actually see very few poeple using them. Poeple should focus on other balance issue than that. It is like if I was starting to complain forever about janus being able to fire above wreak in all thje threads whereas riot cannot.

Just revearse blades as they used to be
I know many people who complain about Blades. And it's the opposite of me sucking with them, I find them too easy. You have a giant army rushing at you, raiders, stumpys, flash, maybe even a few sams. I'm Core, wut 2 do? I know! Spam Blades in their dozens, easily EMP the whole army, kill them all with scouts.

Seriously, say what you like, Blades were OP, now they're not so bad. If this change is reverted I will assassinate Albator myself.
Post Reply

Return to “Balanced Annihilation”

cron